Source: Zach Wolf's excellent Realms of Peril sandbox Travel rules in TTRPGs have been a constant thorn in my side. In theory, there should be some interesting gameplay and decisions that result from overland travel. In reality, it’s never led an interesting gameplay decisions for my players. Mayhap I’m simply running the rules incorrectly, or incompletely, but I still want to take some time to think about it, hence, this blog. In general, there are fundamentally just two components to (theoretically) make overland travel interesting. Those are resource attrition and time. Resources include things like player HP, stat penalties, rations, and torches. Time usually translates to how many random encounters you must make to get anywhere. This works as a sort of multiplier on resources: Yes, we have enough resources to travel to the dungeon that is one week away, but how will we plan for the one that is two weeks away? A party of players wants to move from one side of the map to ...
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